Week Three was not posted here, because I chose to print out a couple scenarios from the most recent Steamroller 2010 revision. Those scenarios were Capture the Flag and Destruction.
Ground Zero - Scenario 1 (D6 Roll of 1 – 3)
No soldier is safe when ‘jacks and beasts go on a killing spree in the center of the battlefield.
Before the game begins, mark a Control Point in the center of the table. A player holds the Control Point if he has one or more friendly warjacks/warbeasts within 6” of the point while none of his opponent’s warjacks/warbeasts are within 6” of the point.
Warjacks/warbeasts within 6” of the Control Point gain Berserk. Every time a model with Berserk destroys another model with a melee attack, it must immediately make one melee attack against another model in its melee range, friendly or enemy.
Warjacks/warbeasts within 6” of the Control Point gain +1 MAT against warrior models, friendly or enemy.
Determine deployment zones and turn order with a starting roll, and use standard deployment zones.
A player wins when he holds the Control Point at the end of his turn, starting after the second round or when the last opposing warcaster/warlock is destroyed or removed from play.
Daybreak Scenario 2 (D6 Roll of 4 – 6)
Using the darkness as an advantage is a task that most commanders find difficult to master. When done correctly, the first rays of morning sunlight may be all that is needed to deliver the enemy a fatal blow.
At the start of the first turn, LOS is 5”. At the beginning of each turn after the first, the LOS is increased by 1”. At the beginning of the fifth round, LOS returns to normal.
Turn 1 LOS = 5 inches
Turn 2 LOS = 6 inches
Turn 1 LOS = 7 inches
Turn 2 LOS = 8 inches
Turn 1 LOS = 9 inches
Turn 2 LOS = 10 inches
Turn 1 LOS = 11 inches
Turn 2 LOS = 12 inches
LOS returns to normal
Determine deployment zones and turn order with a standard starting roll, and use standard deployment zones.
A player wins by scenario when the last opposing warcaster/warlock is destroyed or removed from play by the end of Round 4. Only a normal victory is possible after the beginning of Round 5.